#gemrb@irc.freenode.net logs for 20 Aug 2009 (GMT)

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[00:04:14] <Edheldil> good night
[00:04:19] <-- Edheldil has left IRC ("Really?")
[00:04:22] <CIA-22> gemrb: 03edheldil * r6951 10/ie_shell/trunk/infinity/formats/are.py: Untested fix for ARE saving.
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[02:02:37] <pupnik> lol ol
[03:11:22] <pupnik> fg
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[05:30:37] <pupnik> 2HI!
[05:30:42] <pupnik> I AM A FUCKTARD
[05:30:49] <pupnik> I DON"T KNOW DHIIT
[05:30:54] <pupnik> but li lke 586y
[05:30:56] <pupnik> <hi
[05:30:59] <pupnik> qr
[05:31:00] <pupnik> are
[05:31:01] <pupnik> rea
[05:31:02] <pupnik> r
[05:31:04] <pupnik> e
[05:31:07] <pupnik> a
[05:31:09] <pupnik> a
[05:31:12] <pupnik> rea
[05:31:15] <pupnik> are you
[05:31:17] <pupnik> rytou
[05:31:20] <pupnik> ryou
[05:31:22] <pupnik> you
[05:31:24] <pupnik> opposed?
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[06:39:22] <CIA-22> gemrb: 03avenger_teambg * r6952 10/gemrb/trunk/gemrb/plugins/Core/TileOverlay.cpp: allow an unusual number of overlays (not used anywhere, but worth to try it)
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[06:46:49] <Avenger> hi
[06:47:59] <Avenger> hehe who's drunk pupnik?
[06:51:17] <Avenger> fuzzie: why do you want to disable the GLOBAL, it would never remove options, just add them. So if it doesn't give back an object with GLOBAL, it won't give any back without it.
[06:59:41] <Avenger> lynxlynxlynx: send me the myconic mayhem save
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[07:26:26] <raevol> lynxlynxlynx: did you want to show me that BG1 levelling thing?
[08:20:17] <lynxlynxlynx> i'm here
[08:20:59] <lynxlynxlynx> Avenger: do you have my "spellhold final challenges" save?
[08:21:18] <lynxlynxlynx> raevol: no, we'll start with small stuff, so you won't get overwhelmed
[08:21:40] <lynxlynxlynx> did you try creating a few characters?
[08:22:17] <Avenger> i got a 'spellhold' save
[08:22:23] <Avenger> but now i went to hell :)
[08:23:13] <Avenger> the beholders held me, and they froze too
[08:23:14] <Avenger> heh
[08:23:16] <lynxlynxlynx> where does that save bring you?
[08:23:25] <lynxlynxlynx> i see no save with that exact name here
[08:24:01] <Avenger> 000000015-spellhold dungeon
[08:24:02] <lynxlynxlynx> 000000013-entering spellhold 000000015-spellhold dungeon 000000018-spellhold final challenges 000000023-gathering asylum + door fow 000000016-bodhi slayer change
[08:24:06] <lynxlynxlynx> ok
[08:24:12] <raevol> lynxlynxlynx: i don't have gemrb or normal bg1 installed atm. should i get gemrb working or the original? i would have to use wine for the original
[08:24:27] <Avenger> there is a place where you have to assign items to riddles
[08:24:40] <Avenger> the last item is somewhere else?
[08:25:41] <lynxlynxlynx> no, i'm pretty sure all are in the chest
[08:25:57] <Avenger> but there was a riddle without a container to put stuff in
[08:26:01] <lynxlynxlynx> i'll go try it myself
[08:26:24] <lynxlynxlynx> raevol: if you want to help gemrb, you'll need gemrb and a game
[08:26:33] <Avenger> sent my the myconic mayhem?
[08:26:37] <lynxlynxlynx> yep
[08:26:53] <raevol> ok let me get gemrb
[08:28:25] <Avenger> lynx: now the bhaal stuff works, you can even wake up after it :)
[08:28:30] <Avenger> i don't know what fixed it
[08:28:44] <lynxlynxlynx> Avenger: there are 11 places and 12 items in the chest, of which one is the tip
[08:29:08] <raevol> lynxlynxlynx: should i get the tarball or the svn?
[08:29:18] <lynxlynxlynx> even if you don't "kill" him before reaching imoen?
[08:29:22] <Avenger> raevol: swn
[08:29:23] <lynxlynxlynx> raevol: svn
[08:29:40] <Avenger> hmm lynx dunno, i gave him some hits :)
[08:29:48] <Avenger> before reaching immy
[08:30:03] <lynxlynxlynx> he triggers when below 20hp
[08:30:08] <Avenger> so, he still cannot die after you reach immy and punch him there?
[08:31:32] <Avenger> it works now
[08:32:23] <Avenger> lol, i keep kicking bhaal in the cutscene
[08:32:32] <Avenger> and its froze
[08:32:35] <Avenger> DAMN :)
[08:33:00] <lynxlynxlynx> yep, that's the problem
[08:33:08] <lynxlynxlynx> the dialog should clear your actions too
[08:33:11] <Avenger> but it didn't always happen
[08:33:41] <lynxlynxlynx> if you hurt him enough before immy or if you do the important hit with a spell or cheating, all will be fine
[08:33:48] <lynxlynxlynx> since they're one-off actions
[08:34:26] <Avenger> ahh yes, and then i won't be in a hitting cycle when the dialog occurs
[08:34:28] <Avenger> i see now
[08:34:40] <Avenger> dialogs should always stop fights
[08:34:43] <Avenger> they do it in the original
[08:35:02] <lynxlynxlynx> yep
[08:35:11] <lynxlynxlynx> btw, that riddle doesn't work here
[08:35:25] <lynxlynxlynx> i'm positive i solved it right, but nothing happened, will investigate
[08:35:29] <raevol> raevol@jabberwock:~/Development/gemrb$ sh ./configure.in
[08:35:29] <raevol> ./configure.in: 28: dnl: not found
[08:35:29] <raevol> ./configure.in: 30: Syntax error: word unexpected (expecting ")")
[08:35:58] <lynxlynxlynx> hehe
[08:36:00] <Avenger> shit, i should turn party AI
[08:36:03] <Avenger> off
[08:36:07] <lynxlynxlynx> run autogen.sh
[08:36:10] <raevol> ok
[08:36:24] <raevol> following the installation instructions :>
[08:36:37] <Avenger> lynx i solved it right too, but one riddle has no container
[08:36:40] <Avenger> or whatever
[08:36:46] <raevol> guess i need ac local
[08:36:48] <Avenger> on the bottom right of the screen
[08:36:52] <lynxlynxlynx> no, there's enough of them
[08:37:08] <lynxlynxlynx> press alt if you don't see them :)
[08:37:19] <Avenger> what's the area name?
[08:37:21] <lynxlynxlynx> raevol: autoconf
[08:37:50] <raevol> thanks
[08:38:24] <Avenger> lynx?
[08:38:34] <lynxlynxlynx> ar1512
[08:38:42] <lynxlynxlynx> GameScript::Contains
[08:39:45] <Avenger> try to defeat me, but try in pain
[08:39:51] <Avenger> that's the text with no container
[08:40:00] <Avenger> right side
[08:40:03] <raevol> k autogen ran
[08:40:04] <lynxlynxlynx> no, that's the one for the skull
[08:40:06] <raevol> do make?
[08:40:22] <lynxlynxlynx> configure
[08:40:22] <Avenger> ahh right
[08:40:29] <Avenger> i put the skull one to it
[08:40:34] <lynxlynxlynx> press alt
[08:40:55] <raevol> did that
[08:41:00] <raevol> now make? haha
[08:41:28] <Avenger> below it is the hourglass: 2 heads, one body, right?
[08:41:52] <lynxlynxlynx> yes
[08:41:56] <Avenger> always tel lthe truth is the mirror
[08:42:25] <raevol> says no targets specified
[08:42:27] <Avenger> gagged man is silence
[08:42:30] <lynxlynxlynx> yep
[08:42:48] <Avenger> then sword
[08:43:02] <Avenger> sun
[08:43:14] <lynxlynxlynx> sundial, water
[08:43:27] <lynxlynxlynx> boots, circle, star
[08:43:29] <Avenger> yes
[08:47:57] <lynxlynxlynx> the tar->Type!=ST_CONTAINER keeps failing
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[08:48:26] <Avenger> but it is container
[08:48:57] <Avenger> ok EvaluateString( 'contains("a","b")') would test it
[08:49:46] <lynxlynxlynx> hmm, maybe i just hit the wrong breakpoint
[08:49:48] <lynxlynxlynx> i'll try some more
[08:50:37] <Avenger> contains("misca9","asysta01") returned False
[08:50:52] <raevol> lynxlynxlynx: sorry for being such a noob, but i did configure and it ran fine, but make won't run, says no target
[08:51:03] <lynxlynxlynx> all the types i get are ST_TRIGGER
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[08:51:18] <raevol> rather, sorry, i guess configure is telling me i need LibSDL 1.2 or greater
[08:51:21] <raevol> let me fix that...
[08:51:29] <Avenger> shit
[08:51:34] <Avenger> yes
[08:51:42] <Avenger> there is a trigger AND a container with the same name
[08:51:43] <Avenger> lol
[08:51:45] <Avenger> LOL
[08:51:48] <Avenger> fuck bioware
[08:51:54] <Avenger> ok
[08:51:59] <lynxlynxlynx> ;)
[08:52:37] <raevol> i can compile without openal right? i can't find a package for it
[08:53:10] <lynxlynxlynx> i'm sure you have packages for it
[08:53:20] <lynxlynxlynx> but it will work without too, just no sound
[08:53:35] <raevol> yup there it is... wow i need to look harder
[08:54:39] <raevol> should i get python 2.4 or 2.5? on xubuntu
[08:54:44] <raevol> i would assume 2.5?
[08:56:36] <raevol> or 2.6 ok... hm
[08:57:10] <raevol> alright make running
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[08:57:23] <Gekz> OH HAI
[08:57:27] <Gekz> I have a problem with my IWD
[08:57:28] <Avenger> lynx you didn't put this bug on the list, right?
[08:57:30] <Gekz> lol
[08:57:34] <Gekz> 640x480
[08:58:09] <Gekz> I can't get 640x480 working with it :/
[08:58:15] <Avenger> widescreen?
[08:58:19] <Gekz> no
[08:58:29] <Avenger> gemrb?
[08:58:29] <Gekz> it's an 800x480 resolution laptop
[08:58:37] <CIA-22> gemrb: 03avenger_teambg * r6953 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: swapped order of container/infopoint (needs for AR1512 sanity test quest)
[08:58:37] <Gekz> the only option is 640x480
[08:58:39] <Gekz> erm
[08:58:41] <Gekz> 800x600*
[08:58:43] <Gekz> with panning
[08:58:52] <Gekz> 640x480 is greyed
[08:58:58] <Gekz> this is raw IWD
[08:59:02] <Gekz> with HoW
[08:59:06] <Avenger> ahh i see
[08:59:10] <Gekz> and if I change Resolution=640, it wont start
[08:59:21] <raevol> do i need to make install?
[08:59:22] <Gekz> with or without 3D
[08:59:40] <Avenger> sucks gekz :) try widescreen, maybe
[08:59:56] <Gekz> whyyy
[09:00:17] <Avenger> ok don't
[09:00:25] <Gekz> how would it help though
[09:00:26] <Gekz> lol
[09:00:47] <lynxlynxlynx> Avenger: no, i didn't
[09:01:00] <lynxlynxlynx> raevol: no
[09:01:46] <raevol> ack i did
[09:02:03] <lynxlynxlynx> you can make uninstall if you want to revert it
[09:02:07] <raevol> make uninstall? ok
[09:02:13] <Gekz> whatwhatwhat, my game isnt supported
[09:02:16] <Gekz> yet it's HoW?
[09:02:26] <Enverex> Odd request, but would it be possible to ever support 800x480?
[09:02:43] <lynxlynxlynx> sure
[09:02:48] <raevol> makeing again because i made clean
[09:03:06] <lynxlynxlynx> Enverex: Gekz can explain it to you
[09:03:25] <Gekz> Enverex, yes apparently.
[09:03:29] <Gekz> possible, but effort etc
[09:03:40] <lynxlynxlynx> artistic effort mostly
[09:04:03] <raevol> Enverex: eeepc 701? :)
[09:04:30] <lynxlynxlynx> Avenger: confirmed your fix
[09:05:19] <raevol> k so it's compiled, it needs config files
[09:05:28] <raevol> hmm and it ate my terminal colors and transparency haha
[09:06:05] <Gekz> raevol, I'm on an eeepc 701 and cnat get icewind dale to run in 640x480 in windows >_>
[09:06:09] <Gekz> yet if I do it in wine it works
[09:06:09] <Gekz> lol
[09:06:35] <raevol> haha nice, yea i have a 701 but i got a 901, bigger screen is ridiculously nicer
[09:06:50] <Gekz> lol
[09:06:50] <Gekz> nah
[09:06:53] <Gekz> I'm a man you see
[09:06:57] <Gekz> and I use tiling window managers
[09:06:59] <Gekz> :D
[09:07:03] <raevol> pshh
[09:08:08] <Enverex> raevol, Pandora :P
[09:08:12] <Avenger> one of the bugs is that you keep fighting the dead enemy
[09:08:14] <Avenger> it was once fixed
[09:08:18] <Avenger> but it is very ugly now
[09:08:22] <raevol> pandora?
[09:08:38] <Enverex> raevol, http://openpandora.ca/
[09:09:17] <raevol> oh nice
[09:09:34] <raevol> arm processor though, super sweet but dunno how much runs on it atm?
[09:10:19] <Enverex> It runs GemRB fine apparently, I was just wondering about the screen res, 640x480 would lose lots of real estate
[09:10:35] <Enverex> It's running Linux and supports OpenGL so porting things to it is normally just a simple recompile
[09:10:54] <raevol> ah ok, cool
[09:11:45] <Avenger> shit, what spell of that ruk kills me outright?
[09:12:01] <Avenger> rukh, north of the sanity riddle
[09:12:28] <lynxlynxlynx> could be poison
[09:12:30] <CIA-22> gemrb: 03lynxlupodian * r6954 10/gemrb/trunk/gemrb/GUIScripts/LUSkillsSelection.py: bg2: changed the skill max to 250
[09:12:55] <lynxlynxlynx> sometimes imps kill me by inflicting poison with MOD_PERCENT and 100% :)
[09:13:03] <lynxlynxlynx> that part of the opcode is bad
[09:15:39] <raevol> i ran plugins-prepare but it keeps looking in /usr/local/lib/gemrb/plugins
[09:16:11] <raevol> do i need to run that as root?
[09:17:22] <lynxlynxlynx> no
[09:17:38] <lynxlynxlynx> you're doing something wrong
[09:17:43] <raevol> yea..
[09:19:27] <CIA-22> gemrb: 03avenger_teambg * r6955 10/gemrb/trunk/gemrb/plugins/Core/Actor.cpp:
[09:19:27] <CIA-22> gemrb: raised the thief skills maximum to be able to hold 250
[09:19:27] <CIA-22> gemrb: lowered lore max to 100 (because it is done by the opcode)
[09:20:36] <Gekz> so how do I fix this lack of low resolution xD
[09:20:44] <Avenger> use gemrb
[09:21:39] <Gekz> I want to be able to play it through properly >_>
[09:21:48] <Avenger> ok lynx i go and kill those myconids
[09:22:02] <Avenger> gekz: well, find bugs and fix them :P
[09:22:11] <Gekz> I wouldnt know waht the bug was
[09:22:15] <Gekz> I've never played IWD through
[09:23:01] <Avenger> ahh well, right, there could be gemrb specific bugs, iwd specific bugs and simply stuff that you don't like
[09:23:17] <Gekz> HAHA WTF
[09:23:21] <Gekz> the res is much more broken now
[09:23:27] <Gekz> it totally flipped the screen
[09:23:28] <Gekz> wtf
[09:23:31] <Avenger> but i'm sure in iwd some bugs will be pretty obviously gemrb
[09:23:41] <Avenger> upside down?
[09:23:52] <Avenger> hmm, i read that somewhere already
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[09:24:35] <Gekz> O.o
[09:29:22] <raevol> well i guess i can't do this then, can't get it to look for the plugins in the right place
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[09:31:33] <Avenger> raevol: where are your plugins?
[09:31:56] <raevol> ~/Development/gemrb/gemrb/plugins i would assume?
[09:32:24] <Avenger> there is a PluginsPath option
[09:32:47] <raevol> great?
[09:33:17] <Avenger> well, set it
[09:33:40] <Avenger> but you need to set it only if your gemrbpath is not ~/Development/gemrb/gemrb
[09:34:05] <lynxlynxlynx> Avenger: if you have wis and int of 25, that means a +80 lore bonus, with items it could get over 100 fast, even if it is unlikely. If you're a level 40 bard, that means 400 base lore, so even the previous 200 isn't enough
[09:34:26] <Avenger> lynx: the original stopped at 100
[09:34:33] <lynxlynxlynx> oh
[09:34:48] <raevol> i'm running gemrb from that path, but just with ./gemrb
[09:35:08] <raevol> i tried running it from ~ with the whole path, but it's still not looking there
[09:35:14] <Avenger> what's on the console
[09:35:30] <raevol> spam it here? or pm?
[09:35:48] <Avenger> hmm just the 3 last lines at the failure
[09:36:01] <raevol> [Core]: Starting Plugin Manager...
[09:36:01] <raevol> [PluginMgr]: Loading Plugins from /usr/local/lib/gemrb/plugins/
[09:36:01] <raevol> [Core]: Plugin Loading Failed, check path...[ERROR]
[09:36:31] <Avenger> ok, well, then it seems your gemrb path is /usr/local/lib/gemrb
[09:36:48] <raevol> that's not where i am running it from though
[09:36:52] <Avenger> gemrbpath is a parameter :)
[09:36:56] <raevol> is this because i sudo make install earlier?
[09:37:04] <Avenger> i mean a cfg option
[09:37:20] <Avenger> GemRBPath= whaetever
[09:37:24] <raevol> i uninstalled after... did it not remove the cfg?
[09:37:35] <raevol> where does that go Avenger
[09:37:45] <Avenger> in gemrb.cfg
[09:38:12] <raevol> ok, which i made as a blank file in ~/.gemrb, should i add it there? the game doesn't make a default config when it doesn't find one?
[09:38:33] <Avenger> no
[09:38:40] <Avenger> there is a sample cfg though
[09:39:02] <Avenger> you should definitely take a peek at the sample cfg
[09:39:18] <Avenger> because it contains the resolution settings
[09:39:48] <Avenger> also, the gametype setting :)
[09:39:52] <Avenger> pretty important things
[09:40:30] <Avenger> this is not a single game, and your original game could be ANYWHERE, there is simply no way to create a cfg automatically
[09:41:49] <raevol> k put the sample config where it should be, edited it, still looking in /user/local
[09:42:09] <raevol> oh ok sorry
[09:42:09] <raevol> got it
[09:42:52] <raevol> now it can't find chitin.key, is this where i need to get my BG1 data files ready?
[09:43:50] <fuzzie> Avenger: i want to remove the GLOBAL flag from the bg2 actions
[09:43:50] <Avenger> yes
[09:43:57] <fuzzie> i don't want to remove the code, the code is fine
[09:44:11] <fuzzie> but it breaks scripts as it is, i checked it now
[09:44:13] <Avenger> ok do so, but know that it won't fix an 'object not found' case
[09:44:15] <raevol> k, i should be able to do this by installing through wine?
[09:44:38] <Avenger> well, you can install by wine, or installshield, maybe
[09:44:49] <Avenger> maybe installing by wine works
[09:44:50] <raevol> installshield?
[09:44:56] <Avenger> err, unshield
[09:45:13] <fuzzie> there are instructions on the wiki for installing via 'unshield', which extracts from the installshield files
[09:45:18] <fuzzie> or you can install via wine
[09:45:26] <raevol> oh ok, i'll look
[09:45:28] <Avenger> http://sourceforge.net/projects/synce/files/
[09:45:30] <fuzzie> either way you need to do a full install
[09:45:54] <fuzzie> which i don't think the wiki makes very clear, people often report blue screens in gemrb when they try to play :)
[09:46:11] <Avenger> blue screen, hehe, missing tilesets
[09:46:23] <Avenger> there is actually some gameoncd switch
[09:46:29] <Avenger> dunno if it works
[09:48:06] <raevol> so i'll need to compile unshield if i want to use it?
[09:48:12] <fuzzie> sort of, but gemrb still crashes :)
[09:48:26] <fuzzie> raevol: well, it's usually part of linux distributions too
[09:48:51] <raevol> oh so it is, heh
[09:49:14] <fuzzie> the wine installing works great if you can make the CD swapping work
[09:49:17] <Avenger> lets hope eventually gemrb will be part too
[09:49:25] <Avenger> so it is not so fucking tedious to install ;)
[09:49:30] <fuzzie> hehe, yes
[09:49:43] <raevol> Avenger: YES PLEASE rofl
[09:49:52] <fuzzie> we're certainly getting there!
[09:50:27] <Avenger> if i had only a linux, without windows to install the games, and i would need to set up svn and make/make install :) well, it would be tough.
[09:50:51] <lynxlynxlynx> the leveldrain fix seems to work too :)
[09:50:55] <fuzzie> raevol: which distribution do you use?
[09:51:00] <raevol> xubuntu
[09:51:15] <fuzzie> we could make an ubuntu PPA with up-to-date gemrb builds, i guess
[09:51:26] <raevol> i would love you forever
[09:51:32] <raevol> <3 <3 <3 everywhere
[09:51:32] <Avenger> well, gemrb is in a state it could be added as experimental package
[09:51:35] <fuzzie> PPAs are cool :)
[09:51:47] <lynxlynxlynx> but who uses ubuntu?
[09:51:50] <Avenger> i do
[09:51:54] <fuzzie> lynxlynxlynx: me, at this moment!
[09:52:01] <lynxlynxlynx> pfft ;)
[09:52:04] <Avenger> cool fuzzie uses anything :)
[09:52:18] <Avenger> first i thought you got a mac, only :D
[09:52:24] <lynxlynxlynx> raevol: while it would be good, it wouldn't help the people who want to develop - for those svn is a must
[09:52:49] <fuzzie> Avenger: i have this 'borrowed' netbook machine at the moment :)
[09:52:52] <raevol> yea that's true
[09:53:25] <fuzzie> sorry, by 'up-to-date' i meant we could update every few days
[09:54:09] <lynxlynxlynx> can it be automated?
[09:54:41] <fuzzie> yes
[09:55:15] <fuzzie> i have a script for another project which pulls from git, applies a debian/ directory and uploads with my key, i'm sure it'd be trivial to adapt for svn
[09:55:49] <fuzzie> (they build on their servers to ensure that you're not uploading nasty things without source)
[09:56:24] <raevol> copying my cds
[09:56:25] <lynxlynxlynx> yeah
[09:57:39] <Avenger> ok, why can't i target the beholder O_o
[09:58:03] <Avenger> it shoots those nasty rays, but completely untargetable
[09:58:30] <lynxlynxlynx> is it held/paralysed/x
[09:58:42] <Avenger> so i couldn't hit it?
[09:58:44] <Avenger> meeh
[09:58:49] <fuzzie> lynxlynxlynx: did you look at nugrud's patch for the HLA scrollbar/extra button?
[09:59:00] <raevol> are some of the files on the cds repeats of other files? get some "permission denied" on my cp
[09:59:07] <Avenger> i couldn't ctrl-y it either
[09:59:16] <lynxlynxlynx> just gazed what was in it
[09:59:26] <fuzzie> if we're going to keep the HLA scrollbar then i think it should be applied, it's good, we just thought there was no point if scrollbar was going to go
[09:59:33] <fuzzie> but i guess i can reboot and do it myself :)
[09:59:35] <fuzzie> raevol: yes
[09:59:39] <raevol> k
[09:59:53] <fuzzie> raevol: people often copy them into seperate CD2, CD3, etc directories to keep things seperate, but i hope that's not necesary
[09:59:54] <lynxlynxlynx> i'm working on the class stuff
[10:00:04] <lynxlynxlynx> luckily only the stat overview part regressed
[10:00:23] <raevol> oh... i'm totally not doing that...
[10:00:50] <fuzzie> i didn't do that when i first tried it, and i'm pretty sure it worked
[10:00:56] <raevol> ok
[10:01:05] <fuzzie> in fact ie_shell had to be changed to work that way :)
[10:01:15] <fuzzie> so i guess it must work
[10:02:10] <raevol> haha
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[10:04:51] <fuzzie> this [PC] thing in gemrb still catches people who are out of sight of the Sender
[10:05:11] <fuzzie> i guess i'll have to check exactly how that works
[10:05:44] <fuzzie> maybe i'm actually seeing deactivated scripts in the original game
[10:06:48] <Avenger> it should pick stuff up only in some range, maybe
[10:07:25] <fuzzie> well, or else i have come to the wrong conclusion :)
[10:07:41] <fuzzie> i get obsessive about testing this stuff, otherwise i just write useless code
[10:08:10] <fuzzie> i note that iwd1 has bumping, too! that is interesting
[10:08:32] <raevol> when i get to it should i do anything with TotSC?
[10:08:48] <Avenger> mm lynx how do you kill trolls :)
[10:09:01] <Gekz> well
[10:09:02] <fuzzie> raevol: you're trying bg1? just make sure you install the totsc files after the bg1 ones
[10:09:06] <Gekz> I played IWD with a panning screen
[10:09:08] <Gekz> that was horrible
[10:09:17] <fuzzie> panning?
[10:09:23] <raevol> is it just copying cd6? or are there other files too?
[10:09:40] <raevol> wiki doesn't say what to do
[10:09:44] <fuzzie> hm
[10:09:47] <fuzzie> yes, wiki is kind of bg2-specific
[10:09:50] <Gekz> fuzzie, 800x480 screen, 800x600 game
[10:09:57] <fuzzie> there's actually a script for bg1
[10:10:16] <fuzzie> Gekz: horror :(
[10:10:32] <Gekz> fuzzie, IWD HoW wont load in 640x480
[10:10:35] <Gekz> its greyed out
[10:10:35] <Gekz> :<
[10:11:03] <fuzzie> raevol: you need some directories from the cab file
[10:12:04] <fuzzie> dialog.tlk, the contents of 'minimumdata' and 'english'
[10:12:21] <fuzzie> then the contents of 'override' from the cd into 'override' in your install dir, and then cd6 :)
[10:12:34] <raevol> um
[10:12:35] <raevol> ok
[10:13:40] <fuzzie> maybe someone should mention on the wiki that the installers are the best way of doing this most of the time?
[10:13:45] <fuzzie> i mean, the script installers
[10:13:52] <raevol> where are they even?
[10:14:50] <fuzzie> http://git.njw.me.uk/cgit/cgit.cgi/gemrb-gameinstallers/
[10:16:09] <raevol> clevar
[10:16:27] <raevol> so should i overwrite the stuff i had before with the stuff out of the TotSC cab?
[10:16:56] <fuzzie> it still removes useful windows files, though. meh.
[10:17:01] <fuzzie> raevol: yes
[10:17:02] <Avenger> these trolls are fucking buggy
[10:17:24] <fuzzie> Avenger: how do they work, playdead in script?
[10:17:37] <Avenger> dunno, but there are 2 bugs
[10:17:47] <fuzzie> i find them very irritating in the original game, since i waste all my ammo when i don't notice
[10:17:47] <Avenger> or maybe only one
[10:18:01] <Avenger> they don't play dead for sure
[10:18:11] <Avenger> but it seems they don't die from fire at near death either
[10:18:31] <Avenger> the second bug is probably because they don't detect damagetype
[10:18:33] <fuzzie> which scripts do they have on them?
[10:18:44] <raevol> ok
[10:18:59] <Avenger> i got a crasher too
[10:19:01] <Avenger> on quit
[10:19:11] <Avenger> one trigger couldn't release
[10:19:23] <raevol> i'm not sure where to put the TotSC stuff, do i need to "reoerder" it like the wiki had me do for the first cab i unshielded?
[10:19:31] <raevol> http://linux.prinas.si/gemrb/doku.php?id=unshield-bg1#re-order_data
[10:19:49] <Avenger> odd, this is 'jaheira'
[10:20:05] <Avenger> one of jaheira's scripts ;)
[10:20:30] <fuzzie> raevol: like i said, you need to do that for 'minimumdata' and 'english'
[10:20:43] <Avenger> huh, it seems it is the 'jaheira' script itself, so i guess this is memory corruption
[10:20:45] <fuzzie> ok, the gemrb installers look good for bg2 even now, we should link to them and not unshield
[10:20:54] <raevol> ok
[10:21:11] <fuzzie> except i guess we need to make sure a new release is made :)
[10:21:14] <Avenger> no one else would use that script, and it isn't even running
[10:21:34] <fuzzie> is anyone in contact with njw?
[10:21:51] <fuzzie> i guess email is probably ghood
[10:22:13] <Avenger> not me
[10:22:44] <Avenger> try pm on the forum?
[10:22:47] <raevol> backing all of this up :P
[10:23:11] <Gekz> FINALLY
[10:23:16] <Gekz> got a hack to enable scaled 640x480
[10:23:18] <Gekz> :D
[10:24:30] <raevol> so do i need to set CD paths? or just the GamePath?
[10:25:08] <Gekz> also, Planescape: Torment has the worst installer in the world
[10:25:13] <Gekz> and one of the weakest engines :/
[10:25:44] <raevol> OH FECK IT OPENED
[10:25:46] <raevol> :>>>>>>>>
[10:27:46] <raevol> and it works... :o:o:o
[10:27:56] <raevol> so lynxlynxlynx should i make a character of each class? that the idea?
[10:30:31] <raevol> i'
[10:30:39] <raevol> i'm making the paladin a gnome
[10:30:41] <raevol> just fyi
[10:30:49] <raevol> aww hell it won't let me
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[10:32:33] <raevol> hmm when you preview the character sounds it only plays the first sound, doesn't cycle like it did in the original
[10:35:47] <Avenger> that's a bug, yeah
[10:35:50] <raevol> my characters also don't seem to have shadows...
[10:36:06] <Avenger> i noticed that only with some of them
[10:38:57] <Avenger> fuzzie: i found more off by one strcpy bugs :)
[10:39:13] <Avenger> strnlwrcpy is very similar
[10:39:38] <Avenger> it is in resolverandomitem
[10:41:00] <raevol> alright i made one of each class, not counting multiclass or specialty mage
[10:41:25] <raevol> let me take my contacts out
[10:44:07] <raevol> back
[10:44:25] <raevol> so did anyone want to get me started on the levelling table stuff now? or should i get some sleep?
[10:47:54] <Avenger> what do you want to test?
[10:49:44] <Avenger> maybe get some sleep, i cannot watch irc too long
[10:50:03] <raevol> lynx was going to have me work on the levelling tables
[10:50:10] <raevol> my first task was to make some characters
[10:52:24] <Avenger> hmm,
[10:53:02] <Avenger> i don't know what he wanted
[10:53:15] <raevol> hehe k
[10:53:19] <Avenger> you could simply go about and see if there are problems
[10:53:21] <raevol> i'll wait till tomorrow night then
[10:53:34] <raevol> well apparently levelling isn't implemented?
[10:53:53] <Avenger> oh iwd is so backward?
[10:53:55] <Avenger> sucks
[10:54:29] <raevol> bge1?
[10:54:34] <raevol> bg1 rather?
[10:54:50] <Avenger> eww, i thought bg1 has the levelup support already
[10:54:55] <Avenger> it is almost like bg2
[10:55:16] <raevol> that's what i was told :x
[10:55:28] <Avenger> anyway, we work on promoting gemrb to beta, and a soa walkthrough without any cheats and hacks is the requirement
[10:55:49] <raevol> not bg1? :[
[10:55:54] <Avenger> no bg2
[10:56:03] <raevol> i know bg2 is more popular, but bg1 was the first and all...
[10:56:18] <Avenger> well, if we finish bg2, bg1 is cheap :)
[10:56:23] <raevol> true
[10:56:41] <Avenger> bg2 was chosen because it implemented many of the projectiles
[10:56:54] <Avenger> so it worked without the hardcoded projectiles
[10:57:07] <raevol> ah ok cool
[10:59:53] <raevol> alright then
[10:59:54] <raevol> isleep
[11:00:03] <raevol> thanks for all the help, i hope i can contribute back sometime soon
[11:04:14] <fuzzie> 'refactor the levelup code so it works for bg1/iwd1/pst' is sort of high up on all our lists
[11:05:01] <fuzzie> but it works so perfectly for bg2, that i think we don't want to change it before the release
[11:05:40] <fuzzie> and the choice of bg2 for projectiles is a bit silly now that Avenger made it all work for bg1 :)
[11:05:49] <fuzzie> how did it go with the pst projectiles, Avenger?
[11:06:01] <Avenger> after beta
[11:06:17] <fuzzie> a lot of people are interested with pst on gemrb, because the original pst engine is so buggy and doesn't run on mac
[11:06:31] <fuzzie> so i keep bearing it in mind as a good idea to keep working
[11:08:10] <fuzzie> but it is sort of 'wasted time' fixing it for now, i guess :/
[11:09:33] <fuzzie> Avenger: do you have any idea about the bug where you can sleep, get caught by a garrison, and then sleep again before the garrison reaches you?
[11:09:55] <fuzzie> oh, i guess that is just a bug where we shouldn't allow sleep while certain actions happen
[11:10:26] <fuzzie> hm, lynx's list is full of action bugs :/
[11:10:53] <Avenger> hehe not all of them
[11:11:15] <Avenger> the garrison moves to you
[11:11:24] <Avenger> when you are target of a dialog, you cannot rest/save
[11:11:31] <Avenger> at least, shouldn't be able
[11:12:48] <fuzzie> i wonder how that works, is it just hard-coded, do you think?
[11:13:02] <fuzzie> oh, i really must fix CombatCounter
[11:13:05] <Avenger> don't know, i think the dialog action disables it
[11:13:16] <Avenger> a lot of combat stuff is broken
[11:13:28] <Avenger> they still continue hitting dead enemies :)
[11:13:35] <fuzzie> well, combat was coded without understanding how it works, much like most of the actions :)
[11:13:43] <fuzzie> but it's just a question of fixing the bugs one-by-one
[11:14:31] <Avenger> when hovering over a dead enemy: sword icon :(
[11:15:37] <Avenger> the spore colony works for me
[11:15:45] <Avenger> i'm tempted to say this is fixpack problem
[11:16:03] <Avenger> lynx should use some patches, lots of bugs come from unpatched soa
[11:16:09] <fuzzie> strange, i thought that the gamecontrol rejected dead actors
[11:16:25] <fuzzie> well
[11:16:34] <fuzzie> i prefer to work without the fixpack
[11:17:02] <fuzzie> because the fixpack fixes a lot of weird data that gemrb really needs to work with anyway, since we're always going to find mods and non-fixpacked files eventually
[11:17:09] <lynxlynxlynx> Avenger: i don't always get that dead sword thing
[11:17:28] <Avenger> me neither
[11:17:38] <Avenger> and sometimes i stop attacking deads too
[11:17:43] <Avenger> so ...
[11:17:58] <lynxlynxlynx> i never experienced not stopping an attack
[11:18:23] <fuzzie> you're sure you don't encounter actors playing dead?
[11:18:27] <Avenger> i did: party ai on, after the bhaal dream, kobolds before the sanity test
[11:18:36] <Avenger> sure, these are myconids :)
[11:18:39] <Avenger> or kobolds
[11:18:46] <Avenger> trolls don't play dead,
[11:18:52] <Avenger> but they should
[11:18:58] <fuzzie> meh
[11:19:12] <Avenger> the spore colony is completely harmless
[11:19:19] <Avenger> it spawned 4 pairs of myconids
[11:19:22] <Avenger> then it is stopped
[11:19:56] <lynxlynxlynx> lucky you
[11:20:04] <Avenger> i officially remove this bug from the list
[11:20:08] <lynxlynxlynx> or maybe it was fixed by one of the changes
[11:20:10] <Avenger> we cannot fix bg2 ;)
[11:20:12] <lynxlynxlynx> let me retry first too
[11:20:33] <fuzzie> yes, nothing should be removed from the list if it works in the original but not in gemrb
[11:20:42] <fuzzie> no matter how much you can complain about fixpacks :)
[11:21:02] <Avenger> well tell me what's in your icfung02 script
[11:21:04] <fuzzie> but as we fix actions, i'm sure things get fixed accidentally
[11:21:05] <Avenger> pm me
[11:21:16] <fuzzie> or just pastebin it :)
[11:21:20] <fuzzie> but test it first, i guess
[11:22:08] <Avenger> http://forums.gibberlings3.net/index.php?showtopic=14146
[11:22:21] <Avenger> --> Spore Colonies checking wrong variable for their summonings
[11:22:42] <Avenger> trivial
[11:22:42] <lynxlynxlynx> it works for me now too, but i need to recheck
[11:22:43] <Avenger> :)
[11:22:45] <fuzzie> it works fine unfixpacked in the original
[11:22:53] <Avenger> if you are fast enough, yes
[11:23:07] <fuzzie> well, ok, i didn't check leaving it for forever :)
[11:23:15] <Avenger> if you let the colony around for some time, it will go mad
[11:23:33] <fuzzie> but lynx's bug didn't sound so simple
[11:23:34] <Avenger> after delay 20 :)
[11:24:03] <Avenger> did it summon that army in a wink, or by pairs?
[11:24:14] <lynxlynxlynx> looks like an acciddental fix indeed
[11:24:38] <fuzzie> ok, cool :)
[11:24:40] <lynxlynxlynx> Avenger: the screenshot in three growing bursts
[11:24:47] <lynxlynxlynx> now i just get two and two
[11:24:58] <fuzzie> great
[11:25:02] <Avenger> i think the bug is still there ;)
[11:25:09] <Avenger> it could be in delay
[11:25:20] <fuzzie> well, i didn't understand the Delay code
[11:25:20] <Avenger> but it would be a burst of 6 anyway
[11:25:29] <Avenger> if it is fixpacked
[11:26:22] <fuzzie> the thing about fists being auto-equipped when you're out of ammo is strange, shouldn't the code be calling best weapon?
[11:26:31] <fuzzie> are fists simply lynx's best weapon?
[11:27:04] <lynxlynxlynx> monk's? they are in these saves (1d20+4)
[11:27:20] <fuzzie> and this AF_INSTANT stuff needs more work, meh
[11:27:28] <lynxlynxlynx> but i think we explicitly fall back to fists, not best
[11:27:31] <Avenger> fuzzie: i explain delay. there are 2 variables, time1 and time2. time1 is the time of the previous script run, time2 is the time of this script run
[11:27:49] <lynxlynxlynx> i don't like it either
[11:28:03] <lynxlynxlynx> Avenger said scripts are supposed to take care of that
[11:28:07] <Avenger> time1/delay and time2/delay are different when you pass the granulation of delay
[11:28:10] <fuzzie> Avenger: ah, so the divides simply check for different modulo of the difference?
[11:28:14] <Avenger> yes
[11:28:27] <fuzzie> yes, Avenger thinks scripts are magic :P
[11:28:42] <fuzzie> but it should definitely fall back to a weapon, i thought simply the best one, which we already have code for
[11:28:44] <Avenger> well, this delay is magic, isn't it :P
[11:28:54] <Avenger> now that you understand, it isn't :(
[11:29:14] <fuzzie> i am irritated by this in bg2 actually, because the 'best weapon' code is not so clever, it always picks the weapon i don't like so much
[11:29:23] <fuzzie> i mean, this is in the original
[11:29:36] <lynxlynxlynx> it only considers the base dice
[11:29:44] <lynxlynxlynx> it would be hard to add the effects
[11:29:48] <fuzzie> yes, i know :/
[11:30:09] <fuzzie> i think it would be impossible to take the effects into account
[11:30:11] <lynxlynxlynx> eg., spear of something always does +9 damage, but other weapons are preffered
[11:30:16] <Avenger> lets focus on soa walkthrough blockers
[11:30:17] <fuzzie> so i just complain about impossible to fix things :)
[11:30:21] <Avenger> please !
[11:30:47] <fuzzie> is bodhi's dialog trigger fixed now?
[11:30:55] <Avenger> which one
[11:31:03] <lynxlynxlynx> i'll check
[11:31:08] <fuzzie> i don't know, i just look at lynx's list
[11:31:17] <Avenger> ok, myconids down then
[11:31:19] <fuzzie> the tree of life thing needs my trigger rewrite, which i will try and do today
[11:31:39] <fuzzie> i will test the exact behaviour of dialogs interrupting things and also fix that in gemrb
[11:31:59] <fuzzie> and i thought we had a serious problem with Kill(Myself) in a cutscene script, lynx, but i don't see that on the list
[11:32:07] <Avenger> ahh dialogs
[11:32:12] <Avenger> dialogs always stop fights
[11:32:20] <Avenger> i noticed that in the original
[11:32:21] <fuzzie> yes, but do they stop all actions, including queued ones?
[11:32:31] <Avenger> not sure about that :(
[11:32:39] <fuzzie> but that's really simple to test :D
[11:32:46] <fuzzie> but i have to go and make lunch for people first
[11:33:04] <Avenger> i will commit some index overflows
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[11:33:15] <lynxlynxlynx> fuzzie: it wasn't plot critical - i think this is the moonblade curscene one
[11:33:25] <fuzzie> ok
[11:33:28] <fuzzie> great
[11:33:47] <fuzzie> so if we fix the tree of life and the bhaal dialog, maybe we're done?
[11:33:48] <lynxlynxlynx> cut56a.bcs never ends. I don't think you need to help the elves, so this isn't plot critical. <--
[11:34:07] <fuzzie> drat, both of those are on my plate, heh
[11:34:41] <fuzzie> ok, thanks, i'll be back in a bit
[11:34:49] <lynxlynxlynx> bodhi still sucks
[11:36:23] <CIA-22> gemrb: 03avenger_teambg * r6956 10/gemrb/trunk/gemrb/plugins/Core/Projectile.cpp: fixed buffer overflows by one
[11:38:48] <fuzzie> damn
[11:38:54] <fuzzie> any ideas, if you look at the script?
[11:42:40] <lynxlynxlynx> it's ar1514.baf and probably ppbodhi.dlg
[11:42:56] <lynxlynxlynx> i don't see anything obvious
[11:43:50] <CIA-22> gemrb: 03avenger_teambg * r6957 10/gemrb/trunk/gemrb/plugins/Core/Interface.cpp: more strcpy stuff (mostly reading the random treasure)
[11:45:23] <fuzzie> > ActionOverride(Player1,StartDialogue("player1",Player1))
[11:45:31] <fuzzie> ^- this seems unlikely to work
[11:45:54] <fuzzie> but i have no idea which block in particular you're hitting
[11:48:28] <fuzzie> also i wonder what MoveToExpansion is meant to do exactly, maybe we could write a quick hack
[11:49:36] <fuzzie> specifically we could just force-move everyone to AR4000
[11:50:40] <CIA-22> gemrb: 03avenger_teambg * r6958 10/gemrb/trunk/gemrb/plugins/ (Core/Control.h Core/IniSpawn.cpp GUIScript/GUIScript.cpp): more of by one buffer overflows
[11:51:52] <fuzzie> although i think MoveToExpansion is a horribly hardcoded mess judging by comments from devSin and Taimon
[11:52:57] <fuzzie> sabotaging Yoshimo, checking for Imoen, Anomen's alignment, switching dialog files, etc
[11:54:08] <fuzzie> but none of that seems vital, just the move to AR4000 seems like it would suffice for now
[11:55:21] <CIA-22> gemrb: 03avenger_teambg * r6959 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp Label.cpp): buffer overruns in Actor, truncated text in Label
[11:58:46] <CIA-22> gemrb: 03avenger_teambg * r6960 10/gemrb/trunk/gemrb/plugins/Core/Store.cpp: one more buffer overflow
[12:06:37] <CIA-22> gemrb: 03avenger_teambg * r6961 10/gemrb/trunk/gemrb/plugins/Core/Interface.cpp: fix a few possible buffer overruns
[12:09:39] <lynxlynxlynx> the block that sets chase to 1 is run
[12:09:54] <lynxlynxlynx> the other global is 42, the dialog maybe sets it to 43
[12:11:24] <fuzzie> oh, right, damn, i didn't fix ActionOverride!
[12:11:28] <fuzzie> i completely forgot
[12:11:40] <fuzzie> can i have a test save around there, please?
[12:12:32] <lynxlynxlynx> i think i already sent it to you
[12:12:42] <lynxlynxlynx> 000000016-bodhi slayer change
[12:13:12] <fuzzie> i have lassal, bhaal chase, acorns and myconids
[12:13:20] <fuzzie> i don't think any of those are it
[12:13:31] <lynxlynxlynx> nope
[12:16:29] <fuzzie> thankyou
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[12:20:08] <fuzzie> i tested a bit and combat is not interrupted by dialogs
[12:20:33] <fuzzie> i mean, obviously it *is* sometimes, but not what i tested, so i'll have to look at it more later
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[12:40:19] <fuzzie> it seems to have become 35C here, yikes
[12:41:12] <wjp> there's now a nice breeze though
[12:41:22] <fuzzie> not here, apparently :/
[12:41:32] <fuzzie> (Delft)
[12:41:55] <fuzzie> forecast gives hope, however
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[12:44:26] <fuzzie> lynxlynxlynx: ok, where do i go in this save? :)
[12:44:29] <fuzzie> i don't remember a thing
[12:44:48] <lynxlynxlynx> jump to the right, just where you see the thin corridor ends
[12:44:57] <lynxlynxlynx> that way you'll avoid the troll
[12:45:09] <fuzzie> ah, thankyou
[12:47:01] <CIA-22> gemrb: 03lynxlupodian * r6962 10/gemrb/trunk/gemrb/GUIScripts/bg2/GUIREC.py: bg2: immediately resolve the class/xp strings
[12:48:09] <fuzzie> well, i can't get the bodhi dialog to trigger at all
[12:48:30] <fuzzie> that is probably another bugfix actually :)
[12:48:47] <fuzzie> so i guess i'll go directly to fixing the script
[12:49:09] <lynxlynxlynx> hmm, it works here
[12:49:34] <fuzzie> with latest svn?
[12:49:41] <fuzzie> she just keeps attacking me, even out of sight
[12:49:49] <lynxlynxlynx> without this crash savers
[12:49:59] <lynxlynxlynx> oh that part
[12:50:09] <lynxlynxlynx> that's broken, sure
[12:50:10] <fuzzie> so i get no dialog ever
[12:50:25] <lynxlynxlynx> it sounded like you didn't get the initial one
[12:50:31] <fuzzie> ah
[12:51:30] <fuzzie> ok, well, a simple one-liner fixes that
[12:52:29] <fuzzie> another victory for obsessive testing
[12:55:01] <fuzzie> test that for bodhi please?
[12:55:08] <CIA-22> gemrb: 03fuzzie * r6963 10/gemrb/trunk/gemrb/plugins/Core/GameScript.cpp: ActionOverride overrides any current blocking actions on the target
[12:55:08] <fuzzie> oh, cia didn't catch up yet
[12:55:17] <fuzzie> test *that* for bodhi please :)
[12:56:22] <CIA-22> gemrb: 03lynxlupodian * r6964 10/gemrb/trunk/gemrb/plugins/Core/GameControl.cpp: made ctrl-y also acidophorous (in bg2 two types of damage is dealt)
[12:58:25] <lynxlynxlynx> my grammar sucks
[13:04:05] <lynxlynxlynx> i don't even get to the main menu now
[13:04:47] <fuzzie> yes, Avenger broke it
[13:05:01] <lynxlynxlynx> [Core]: Setting up the Console...[ERROR]
[13:05:16] <lynxlynxlynx> oh well
[13:05:43] <fuzzie> let me quickly review his commits
[13:06:15] <lynxlynxlynx> GetCursorSprite seems to fail
[13:07:48] <fuzzie> he's switched things for strlwrcpy, i guess
[13:08:30] <fuzzie> see Interface.cpp:2216
[13:09:12] <lynxlynxlynx> yeah, 6961
[13:09:46] <fuzzie> just revert that entire commit for now, maybe
[13:14:42] <lynxlynxlynx> nice, this also fixed the getting-back-in-shape delay
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[13:16:01] <lynxlynxlynx> deleting both items
[13:16:29] <Gekz> :o
[13:16:35] <fuzzie> if the spore colony is fixed, that one can go too?
[13:17:39] <lynxlynxlynx> i just marked it as crossed out, not sure about the status
[13:18:28] <lynxlynxlynx> i thought that trolls were only annoying since i was a monk, but you really can't kill most of them
[13:19:25] <fuzzie> the trolls do ChangeAnimationNoEffect
[13:20:01] <fuzzie> so i guess we don't do that properly
[13:20:19] <fuzzie> i don't understand a word of the galvena's vadek thing
[13:20:23] <fuzzie> but i can fix the other two bolded items
[13:21:11] <fuzzie> ok
[13:21:19] <fuzzie> so Avenger calls strnlwrcpy because setting it up
[13:21:27] <fuzzie> before setting it up
[13:21:32] <fuzzie> this can never work, he must not have tested it
[13:25:23] <CIA-22> gemrb: 03fuzzie * r6965 10/gemrb/trunk/gemrb/plugins/Core/Interface.cpp: initialise pl_uppercase/pl_lowercase earlier (in Interface constructor)
[13:25:50] <lynxlynxlynx> the description is wierd due to the impression :)
[13:25:58] <lynxlynxlynx> more info was added as it was found
[13:26:19] <fuzzie> i just have no idea where in the game you're talking about, or what actually goes wrong
[13:26:20] <lynxlynxlynx> it looks like bad mislead and maybe some other bugs
[13:26:48] <lynxlynxlynx> the gold stuff is extra wierd
[13:27:00] <lynxlynxlynx> i'll go play with it
[13:27:02] <fuzzie> we don't remove effects like invisibility/etc on death yet, and we should, if that helps
[13:27:26] <lynxlynxlynx> that's part of it, yes
[13:28:02] <lynxlynxlynx> but these illusions take it a step further, since the invisibility should be dispelled on the caster, not on the illusion (which isn't invisible at all)
[13:29:25] <fuzzie> well, Avenger said that there was a list of effects to be dispelled at death, and i hope the caster's invisibility is just a seperate effect?
[13:29:54] <lynxlynxlynx> most likely
[13:31:04] <fuzzie> i still don't know anything about effects, it seems best to leave that to Avenger
[13:31:08] <lynxlynxlynx> it is
[13:31:23] <lynxlynxlynx> casting mislead give me 19 new effects :)
[13:31:39] <fuzzie> is one of them set_invisible_state? :)
[13:31:48] <fuzzie> 'State:Invisible', apparently
[13:31:53] <lynxlynxlynx> yep
[13:32:07] <lynxlynxlynx> oh, let's see how this works
[13:32:21] <lynxlynxlynx> maybe it is fine now that unsummoning happens
[13:32:54] <lynxlynxlynx> although, this would mean waiting it out and restraining yourself from killing for it to work
[13:34:04] <lynxlynxlynx> 39: 0x08: Color:SetRGB (-896860160, 21) S: <-- didn't we fix this once already?
[13:35:00] <fuzzie> is it actually wrong?
[13:36:04] <lynxlynxlynx> no idea :)
[13:36:06] <fuzzie> that first parameter is an unsigned dword, RGBA
[13:36:20] <lynxlynxlynx> just looks odd as negative
[13:36:27] <lynxlynxlynx> the unsummoning didn't work
[13:38:28] <lynxlynxlynx> the caster gets stuck with some odd coloring, which is wierd, since all the extra effects expired
[13:39:47] <lynxlynxlynx> the illusions don't unsummon because the UnsummonCreature effect is applied to the caster, not the illusion
[13:40:01] <fuzzie> all of the colouring stuff is black magic from wjp and Avenger, and i don't understand
[13:40:34] <lynxlynxlynx> it looks like a casting glow got stuck
[13:40:50] <lynxlynxlynx> only in 2 of the 3 illusion spells
[13:40:54] <lynxlynxlynx> bbiaf
[13:41:46] <fuzzie> um
[13:41:56] <fuzzie> fx_replace_creature shouldn't have an unsummon!!
[13:42:24] <fuzzie> neither should fx_find_familiar, surely
[13:42:30] <fuzzie> so i'm confused
[13:43:20] <fuzzie> the casting glow duration is broken still, i guess
[13:44:05] <fuzzie> Avenger tries calculating it in GetEffectBlock but you can't do it there
[13:44:09] <fuzzie> so you might see some odd casting glows
[13:47:37] <wjp> lynxlynxlynx: what kind of odd colouring?
[13:48:21] <fuzzie> ok, i asked and there's no problem with us doing lots of updates to an ubuntu PPA
[13:49:54] <fuzzie> i'll see if i can talk to the person doing builds of releases, see if i can get him to fix his packaging
[13:59:16] <lynxlynxlynx> nothing in particular
[13:59:25] <lynxlynxlynx> i think it is mostly related to other mislead problems
[14:10:31] <fuzzie> ok, i added a REVU comment about the /var/cache/gemrb thing
[14:11:26] <Gekz> :O
[14:11:46] <fuzzie> hopefully that will be fixed
[14:47:53] <lynxlynxlynx> oh, is the license stuff ok now? I don't have that report link anymore
[14:48:27] <fuzzie> it's the (legal) link, only ever there for the latest upload
[14:48:52] <Gekz> which license issue is this?
[14:49:04] <fuzzie> Gekz: some files were unlicensed
[14:49:09] <Gekz> oh
[14:49:11] <Gekz> that's naughty
[14:49:19] <Gekz> unlicensed files != public domain however
[14:49:34] <Gekz> although it becomes an issue when proving copyright
[14:49:46] <fuzzie> yes, it means "copyrighted without license, may not use" :)
[14:50:08] <fuzzie> so i rewrote the MVE player and we put licenses on the files we wrote ourselves, and it looks fine now
[14:50:42] <fuzzie> the MVE player thing is sad, there are a lot of projects using it and everyone has ended up rewriting it independently
[14:51:53] <Gekz> lol
[14:52:48] <lynxlynxlynx> oh, no new upload, no new legalese
[14:53:08] <fuzzie> yes, but i think 0.4.0 was fine itself?
[14:54:43] <lynxlynxlynx> almost
[15:05:12] <lynxlynxlynx> 4 bad addresses
[15:05:18] <lynxlynxlynx> just that :)
[15:05:46] <lynxlynxlynx> i'll commit the one that is really ours
[15:06:07] <fuzzie> from other REVUs, i think they don't really care about occasional issues, as long as the licensing is clear
[15:06:50] <CIA-22> gemrb: 03lynxlupodian * r6966 10/gemrb/trunk/gemrb/GUIScripts/bg2/DualClass.py: DualClass.py: fixed the bad FSF address
[15:06:51] <lynxlynxlynx> i doubt this is a real issue anyway
[15:07:44] <fuzzie> well, legal logs full of bad FSF address tend to get a "please get upstream to fix that", i think just because it annoys the reviewers more than anything else
[15:12:04] <lynxlynxlynx> the way the logs are now you get annoyed even if nothing is wrong
[15:34:54] <CIA-22> gemrb: 03avenger_teambg * r6967 10/gemrb/trunk/gemrb/GUIScripts/ (5 files in 2 dirs): bg1 records window update
[15:36:27] <CIA-22> gemrb: 03avenger_teambg * r6968 10/gemrb/trunk/gemrb/GUIScripts/bg1/LevelUp.py: missing file
[15:38:56] <CIA-22> gemrb: 03fuzzie * r6969 10/gemrb/trunk/gemrb/plugins/BIFImporter/BIFImp.cpp: error out on all unwritable cache files
[15:42:26] <CIA-22> gemrb: 03fuzzie * r6970 10/gemrb/trunk/gemrb/plugins/BAMImporter/BAMImp.cpp: also error out when there is an unwritable cache in BAMImporter
[15:43:48] <fuzzie> ok, *now* it should work :P
[15:44:52] <fuzzie> just copying LevelUp into bg1 is not such a great idea, though :/
[15:50:19] <fuzzie> but "bg1 working well" seems like such a better idea for a 'beta' label, i wonder if Avenger had this idea
[15:54:06] <fuzzie> i'm fairly sure ChangeAnimationCore isn't right
[15:54:19] <fuzzie> it destroys the original actor!
[15:54:27] <fuzzie> that is so very not good
[15:54:52] <pupnik> :/
[15:55:55] <fuzzie> well, i'm not fairly sure, but it seems fairly crazy
[15:57:26] <fuzzie> devSin says it's right, huh
[15:57:29] <fuzzie> maybe we need to just copy more
[16:09:41] <fuzzie> oh, no, stupid bug!
[16:10:54] <fuzzie> lynxlynxlynx: does Arrr have any way to kill trolls?
[16:11:38] <fuzzie> because i sort of killed it
[16:13:22] <fuzzie> i guess the troll script doesn't get a chance to run
[16:13:52] <fuzzie> oh, no, it does
[16:14:12] <fuzzie> ok, i guess the TROLL_SETHP1 spell doesn't resist damage
[16:14:14] <fuzzie> i declare that not my fault
[16:15:17] <CIA-22> gemrb: 03fuzzie * r6971 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: fix PlayDead to block properly, fix effect param to ChangeAnimationCore
[16:19:21] <fuzzie> the 'slide on hit' was gemrb creating the dead troll and then it immediately respawning
[16:19:44] <fuzzie> that is not fixed because the ChangeAnimation code tries moving the new animation into place before the old one is destroyed, and this doesn't work
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[16:22:53] <fuzzie> damn, destroying the old actor first doesn't help?!
[16:23:02] <Avenger> in what?
[16:23:09] <fuzzie> oh blah
[16:23:14] <fuzzie> DestroySelf() doesn't destroy the actor
[16:23:21] <Avenger> no, it just marks for destroy
[16:23:28] <Avenger> and that should stay :)
[16:23:29] <fuzzie> ChangeAnimationCore is broken
[16:23:44] <fuzzie> because it tries moving the actor to the position of the old actor while the old actor is still there :)
[16:23:57] <Avenger> it could put the actor on top of the other
[16:24:02] <fuzzie> i guess the old actor needs to be removed from the search map immediately
[16:24:10] <Avenger> using the no bump flag
[16:24:12] <fuzzie> do you think having that in DestroySelf is ok?
[16:24:38] <Avenger> well, that's probably ok too
[16:24:48] <fuzzie> trolls don't work though
[16:25:00] <Avenger> even with the playdead fix?
[16:25:13] <fuzzie> well, spin700 is applied, but then you can kill them anyway
[16:25:28] <fuzzie> i guess it's a damage resistance thing
[16:25:59] <Avenger> i thought they cannot be slain at all
[16:26:13] <fuzzie> oh, that bit works
[16:26:21] <fuzzie> but you can kill the playdead ones, i mean :)
[16:26:43] <fuzzie> i assume spin700 has damage-resist effects and we don't check them?
[16:28:14] <fuzzie> and i wonder if ChangeAnimation should copy more things
[16:28:33] <fuzzie> in gemrb, the playdead trolls have full HP, so they are "Uninjured" in the tooltip
[16:31:53] <CIA-22> gemrb: 03fuzzie * r6972 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp GSUtils.cpp): ChangeAnimationCore: destroy old actor and remove it from the search map before moving the new actor into place
[16:32:13] <fuzzie> Avenger: in backscroll I note that fx_Replace_creature and fx_find_familiar have unsummon effects, is that right?
[16:34:34] <Avenger> well, if they are duration effects
[16:34:43] <Avenger> probably find familiar doesn't need it
[16:34:56] <Avenger> but i thought it wont hurt
[16:35:12] <fuzzie> i didn't think either worked with duration at all, they were both once-only
[16:35:30] <fuzzie> but ok, if it doesn't hurt, i thought you might just have added them by mistake. i don't understand the code
[16:35:52] <Avenger> if the effect is permanent, no unsummon effect is created
[16:35:56] <fuzzie> did you put any more thought into removing effects at death, too? i think you said the original game had a list, or something
[16:36:16] <Avenger> the original game handled death in each effect itself
[16:36:28] <fuzzie> i don't even try and understand a lot of the effect code, because there are so many other things to fix, and you know effects so well
[16:36:37] <Avenger> only blur and such remove themselves on their own
[16:36:49] <Avenger> the self removal is easy :)
[16:36:58] <fuzzie> but invisibility would be nice, i think
[16:37:09] <Avenger> if (STATE_GET(STATE_DEAD)) return FX_NOT_APPLIED; :0
[16:37:31] <fuzzie> effects are still run when actor is dead?
[16:37:50] <Avenger> yes, if they ever stop running, the effect is considered removed anyway :)
[16:38:13] <Avenger> return FX_NOT_APPLIED just removes it from the effect queue, after the necessary protocol
[16:38:14] <fuzzie> well, if you don't update effects at all then nothing will notice :)
[16:38:29] <Avenger> hmm
[16:38:36] <Avenger> that's right
[16:39:00] <fuzzie> but it seems fine
[16:39:01] <Avenger> but they should be updated for their final scripting triggers too
[16:39:14] <fuzzie> Map::UpdateEffects calls RefreshEffects on every actor, dead or not
[16:39:35] <Avenger> ok, so it is fine
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[16:39:52] <fuzzie> so that's no problem except that is only called for the current map, not so clever! but that is another fix :)
[16:40:17] <fuzzie> did you make bg1 levelup work at all? i don't have bg1 here
[16:40:27] <Avenger> no, mostly the record window
[16:40:41] <Avenger> i just copied the bg2 levelup file
[16:41:13] <Avenger> i converted the Stat screen to the levelup compatible one
[16:41:19] <Avenger> and finished the customisation windows
[16:41:21] <fuzzie> ok, neat
[16:42:05] <Avenger> this isn't important for the release
[16:42:14] <Avenger> i just thought i take some lazy time ;)
[16:42:32] <fuzzie> well, i think we'll have bg1 perfect before anything else, probably
[16:43:01] <Avenger> i'm not that sure :)
[16:43:06] <Avenger> there are some bg1 specific things
[16:43:13] <fuzzie> it has so few scripts, and the original game is so buggy that you can't break it easily via actions
[16:43:26] <fuzzie> because they knew not to trust the scripts :)
[16:43:31] <Avenger> hehe
[16:44:00] <Avenger> one of the most hateful bugs in bg1 were imoen coming to me in the beginning
[16:44:10] <Avenger> because actors started with IF_ACTIVE
[16:44:23] <Avenger> imoen was active outside the exploration radius, and came up to me
[16:44:46] <fuzzie> but now that works perfectly
[16:44:48] <Avenger> it is very difficult to balance the active/not active thing
[16:45:07] <Avenger> well, activation is not entirely correct
[16:45:22] <fuzzie> yes, i know quite a few places where activation is wrong
[16:45:23] <Avenger> now an npc goes active when one pc sees it (goes into the exploration radius)
[16:45:30] <Avenger> but it isn't correct
[16:45:38] <Avenger> it should be: if an npc sees a pc
[16:45:42] <fuzzie> the golems in bg2 are a problem, for example
[16:45:50] <Avenger> that is a different thing
[16:45:55] <Avenger> they should never go inactive
[16:46:01] <fuzzie> and there's a npc with limited sight after the dungeon cutscene, who gets activated too early
[16:46:11] <fuzzie> but i guess you just explained that problem :)
[16:46:38] <Avenger> the golem problem, hmm
[16:46:48] <Avenger> well, maybe i could fix that
[16:47:00] <fuzzie> the golems and trap disarming are the two annoying things left at the start of bg2, i think
[16:48:59] <fuzzie> i think for the trap disarming i shall just write some code that deletes nodes from the end of the path until the actor is no longer in the trap..
[16:50:07] <CIA-22> gemrb: 03avenger_teambg * r6973 10/gemrb/trunk/gemrb/plugins/FXOpcodes/FXOpc.cpp: fixed? the golems in chateau irenicus
[16:51:40] <Avenger> heh i get a crash on start
[16:52:39] <Avenger> ==30287== by 0x4ED2EE6: Map::ClearSearchMapFor(Movable*) (Map.cpp:811)
[16:52:41] <Avenger> ==30287== by 0x4F01DBB: Actor::Die(Scriptable*) (Actor.cpp:2685)
[16:52:43] <Avenger> hehe
[16:52:48] <Avenger> not good idea
[16:52:55] <Avenger> but it gives ME a good idea
[16:53:02] <Avenger> i can stop the dying sounds
[16:53:25] <Avenger> apparently they don't have an area back then
[16:53:25] <Avenger> so if they aren't on the map, they shouldn't cry :D
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[16:57:27] <Avenger> hehe you just put back the stuff i had about removing actor from searchmap while dying :)
[16:58:04] <fuzzie> i put it back a long time ago, in Die()
[16:59:33] <fuzzie> i think there are other problems if you have no area! Die should never be called there?
[17:00:36] <Avenger> it is called on load
[17:00:42] <CIA-22> gemrb: 03avenger_teambg * r6974 10/gemrb/trunk/gemrb/plugins/Core/ (Actor.cpp GSUtils.cpp GameControl.cpp):
[17:00:42] <CIA-22> gemrb: fix for death sounds on area load
[17:00:42] <CIA-22> gemrb: don't crap out when dying without area
[17:00:42] <CIA-22> gemrb: strdup use in GameControl
[17:00:50] <fuzzie> that is bad, surely
[17:01:00] <fuzzie> i mean, calling Die() on load is just wrong
[17:01:06] <Avenger> well
[17:01:16] <fuzzie> the pcf shouldn't be so dumb
[17:01:31] <fuzzie> but in any case, the CRE loader should set IF_REALLYDIED for dead actors
[17:01:35] <Avenger> well, pcfs actually should be primitive
[17:01:43] <Avenger> they are called a lot, from various places
[17:01:46] <fuzzie> or else Die() should check the state flag
[17:02:36] <fuzzie> i mean, the sanity check on the area is fine
[17:02:46] <fuzzie> but if that code is ever called for an already-dead actor, then we have bugs
[17:03:33] <Avenger> it is difficult
[17:04:05] <fuzzie> is STATE_DEAD set on those actors?
[17:04:27] <Avenger> some actors, i think, got only one cycle for dying/death with freezing on the last frame
[17:04:42] <Avenger> or maybe it is twitch/dying dunno
[17:05:04] <Avenger> anyway, i did a lot of testing until i reached this state :)
[17:05:09] <fuzzie> well
[17:05:16] <fuzzie> calling Die() on loading of dead actors is broken
[17:05:27] <Avenger> i don't call it
[17:05:29] <fuzzie> well
[17:05:32] <Avenger> but the pcf mechanism calls it
[17:05:34] <fuzzie> ok, Die() running on dead actors is broken :)
[17:05:34] <Avenger> somehow , somewhen
[17:05:46] <Avenger> i agree
[17:06:02] <fuzzie> but you think there's an animation problem if i simply check for STATE_DEAD there?
[17:06:12] <Avenger> not sure
[17:06:19] <Avenger> there was some problem with animations
[17:06:21] <Avenger> that i know
[17:06:58] <Avenger> the introduction of an actor into the game is difficult
[17:07:20] <Avenger> they need a global id, they need to be put in the area, they need the initial effect execution, etc
[17:07:34] <fuzzie> *nod*
[17:07:40] <fuzzie> those seem to work well
[17:08:01] <fuzzie> i can see why the pcf mechanism calls it - it calls everything the first time around, and that is good, i think
[17:08:24] <Avenger> i just fixed something which caused crash when you had a dead PC in your team
[17:08:44] <fuzzie> but Die() does all kinds of things which should only happen once
[17:09:47] <fuzzie> so i think we have to fix the animation somewhere else, if it's a problem
[17:12:21] <Avenger> well, as i said i don't call anything on load, i even postpone the effect execution
[17:13:00] <Avenger> maybe it is as simple as setting IF_REALLYDIED
[17:13:10] <Avenger> but then, i guess dead characters still stay on feet
[17:13:17] <fuzzie> i added that to the CRE loader, and it worked
[17:13:28] <Avenger> ok, try loading some areas ;)
[17:13:40] <fuzzie> well, the animation isn't this code's problem
[17:13:47] <fuzzie> the animation is the CRE loader failing to fix the actor at load
[17:14:25] <Avenger> something somewhere needs additional code :)
[17:14:30] <Avenger> and it just grows and grows
[17:14:36] <fuzzie> the CRE loader sets the stance to IE_ANI_TWITCH now
[17:15:21] <Avenger> it is because some stances don't have IE_ANI_DEAD
[17:15:37] <Avenger> they simply stop in the end of twitch
[17:15:49] <Avenger> the REAL solution would be to simply put them in the end
[17:15:57] <Avenger> with IE_ANI_DEAD
[17:16:08] <fuzzie> yes, that looks to me like the right solution, but not easy for me
[17:16:10] <Avenger> but that will require lots of code
[17:16:29] <Avenger> well, i let them twitch a bit :D
[17:22:51] <fuzzie> every time i tried changing the animation code, nothing worked afterwards
[17:23:11] <fuzzie> i am happy with actionoverride fixed, though!
[17:23:23] <fuzzie> one line of code, and lots is fixed
[17:23:42] <Avenger> yes, if it is truly working, i will be even more happy, if that's possible :)
[17:23:52] <Avenger> it is something i couldn't think of
[17:23:54] <fuzzie> i only checked it in bg2 :(
[17:24:07] <Avenger> you could also fix dialogs :)
[17:24:20] <fuzzie> the dialog action code is a world of pain
[17:24:21] <Avenger> dialogs seem to not wipe the queue completely
[17:24:31] <fuzzie> i rewrote it and rewrote it and now it needs changing again!
[17:24:40] <Avenger> maybe they just break blockers too
[17:24:45] <Avenger> i'm pretty sure they do
[17:24:48] <Avenger> they stop attacks
[17:24:51] <fuzzie> they don't
[17:24:55] <Avenger> hmm?
[17:24:57] <fuzzie> i can make situations where the attack continues
[17:25:11] <Avenger> are you sure it isn't because the script restarts attack?
[17:25:14] <fuzzie> yes
[17:25:21] <Avenger> sucks :(
[17:25:34] <fuzzie> well, someone should just clear the queue for now anyway
[17:25:44] <Avenger> no
[17:25:48] <Avenger> that breaks code
[17:25:52] <Avenger> i already found something
[17:25:53] <fuzzie> but i changed it for some very important reason
[17:25:56] <Avenger> that's why i removed it
[17:26:06] <fuzzie> i even have a note, "do not break blocking actions for dialog"
[17:26:13] <Avenger> hmm
[17:26:18] <fuzzie> but i can't remember why! but it must be something important
[17:26:19] <Avenger> ok
[17:26:36] <Avenger> the ogre in bg1
[17:26:43] <Avenger> when you go with gorion
[17:26:50] <Avenger> the ogre starts to attack you
[17:26:52] <Avenger> but forgets it
[17:27:05] <Avenger> hopefully the actionoverride is enough
[17:27:11] <fuzzie> huh
[17:27:15] <fuzzie> you found that in recent svn?
[17:27:24] <fuzzie> i thought we fixed the ogre
[17:27:33] <Avenger> no, i mean, it should forget to attack you
[17:28:05] <Avenger> and in the dream scene where you fight bhaal
[17:28:09] <Avenger> you keep fighting it
[17:28:13] <Avenger> breaking the cutscene
[17:28:26] <Avenger> that's fixed now, i guess
[17:28:33] <fuzzie> i don't think it is
[17:28:47] <Avenger> then what did you fix with the actionoverride :)
[17:29:04] <fuzzie> bodhi and lots of side quests
[17:29:24] <Avenger> ok, i will test the bhaal thing
[17:29:52] <fuzzie> Bhaal just does ClearActions(Myself) and then StartDialogNoSet(Player1)
[17:30:34] <Avenger> yes, dialogs should break actions :P
[17:30:45] <Avenger> when he starts talking to me, i should stop fighting
[17:30:53] <fuzzie> but that doesn't happen always
[17:30:59] <fuzzie> maybe it's specific to the action used
[17:35:37] <fuzzie> hm
[17:35:41] <fuzzie> i was testing with Dialog()
[17:35:52] <fuzzie> and Bhaal is using this StartDialogNoSet thing
[17:37:32] <fuzzie> ok, i have to test that again, i guess :/
[17:41:37] <Avenger> ok the glems are still frozen
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[17:57:44] <fuzzie> no, StartDialogNoSet doesn't do it either
[17:57:50] <fuzzie> oh, oops, i checked StartDialog :|
[17:58:43] <fuzzie> but StartDialogNoSet really doesn't do it either.
[17:59:03] <fuzzie> oh, except weidu discompiled that time
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[18:04:57] <fuzzie> oh huh, bg2 has a cheat key for listing loaded areas?
[18:08:55] <fuzzie> ok, no, no dialog actions interrupt actions on the targetr.
[18:08:57] <fuzzie> i tried all of them.
[18:10:30] <fuzzie> on the sender, things are more complicated
[18:12:09] <fuzzie> if i do 'dialog, displaystring', then the dialog is started and the displaystring happens
[18:12:21] <fuzzie> but if i queue things like Wait, Attack or MoveToObject, those don't happen
[18:12:28] <fuzzie> so it's clearing the action queue somewhere
[18:12:49] <fuzzie> but i guess not immediately
[18:15:24] <fuzzie> ok, so i guess the dialog runs any pending non-blocking actions on the sender, and then wipes the queue
[18:16:03] <fuzzie> in any case, i would like to know why anyone thinks that attacks stop if dialog is initated with you, because i can't reproduce that.
[18:26:05] <fuzzie> i guess i have to look at instants.ids for dialogs
[18:29:42] <fuzzie> hum
[18:29:45] <fuzzie> devSin is failing me here :(
[18:30:47] <fuzzie> devSin does specify that object specs have to be visible to the caller and alive, though
[18:31:08] <fuzzie> "
[18:31:15] <fuzzie> erm
[18:31:48] <fuzzie> "it must be within visual range of the caller, be visible to the caller, and be alive. Invisibility detection (193) removes the visibility requirement, and non-actor objects don't respect visibility.""
[18:33:11] <fuzzie> and that sounds correct
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[18:42:35] <fuzzie> oh, there's an old copy of the bg2 actions list on the iesdp site which doesn't have all the useful bits removed!
[18:48:55] <fuzzie> but, okay, everything on forums/iesdp/etc about this stuff is wrong
[18:48:59] <fuzzie> that is irritating
[18:53:41] <fuzzie> ùgh
[18:55:09] <fuzzie> ok dialogs don't do any queue clearing whatsoever.
[18:55:57] <fuzzie> and i hate this code very much now.
[19:04:15] <lynxlynxlynx> am i the only one not getting the sf mail anymore since sometime today?
[19:04:59] <fuzzie> sorry, i don't subscribe
[19:07:05] <wjp> I got a scummvm commit email from SF ~40 minutes ago, and a gemrb commit email ~2 hours ago
[19:12:10] <fuzzie> also why is DLTCEP decompiling [0] to 'anything' for me, i wonder
[19:23:28] <CIA-22> gemrb: 03fuzzie * r6975 10/gemrb/trunk/gemrb/plugins/Core/GSUtils.cpp: revert previous commit: dialogs don't clear actions here
[19:28:05] <CIA-22> gemrb: 03fuzzie * r6976 10/gemrb/trunk/gemrb/plugins/Core/GameScript.cpp: cutscenes stop running blocking actions
[19:32:55] <fuzzie> ok, that's a proper fix for the Bhaal thing
[19:33:17] <CIA-22> gemrb: 03lynxlupodian * r6977 10/gemrb/trunk/gemrb/GemRB.cfg.subdir.sample: GemRB.cfg.subdir.sample: changed the gametype to bg2, tob is obsolete
[19:33:42] <fuzzie> please test
[19:34:36] <lynxlynxlynx> ok
[19:37:01] <lynxlynxlynx> works
[19:37:34] <fuzzie> now, the original game doesn't show the swings at the end
[19:37:40] <fuzzie> so that is irritating
[19:38:34] <fuzzie> i guess we don't reset the animation, and we should
[19:38:47] <fuzzie> but it's not an action problem anyway
[19:38:51] <fuzzie> so success!
[19:39:37] <fuzzie> now you can update the wiki page and remove the bit at the top :p
[19:41:01] <fuzzie> i need to work out precisely when dialogs clear actions, but changing that has the possibility of breaking all kinds of things, so it's not interesting right now
[19:41:22] <fuzzie> i had enough trouble making it work for both Minsc and the PST mortuary, adding more requirements is meh
[19:52:36] <fuzzie> wah, gemrb just ate one of my saves!
[19:55:29] <fuzzie> gemrb *reproducibly* eats my saves!
[19:55:34] <fuzzie> i am not at all happy about this gemrb
[19:58:24] <lynxlynxlynx> can't say i noticed, except for saving silently failing sometimes
[19:58:45] <fuzzie> i quicksave, and it deletes the highest-numbered slot.
[19:58:54] <fuzzie> until my 'save' directory is empty.
[19:59:15] <lynxlynxlynx> huh
[19:59:29] <fuzzie> SaveGameIterator.cpp:430 is at fault
[20:00:14] <fuzzie> not sure why, let me add more printfs
[20:02:16] <fuzzie> turns out GetSaveGame(1) returns the last save, wonderful
[20:03:16] <fuzzie> and the answer is: save_slots is unordered!
[20:03:48] <fuzzie> not sure why, it tries to order it
[20:04:15] <fuzzie> oh, i'm looking at wrong code
[20:04:32] <fuzzie> so, yes, GetSaveGame doesn't do it in order :(
[20:04:59] <fuzzie> no wonder saving games is so buggy
[20:05:45] <fuzzie> anyone have any idea why?
[20:06:01] <fuzzie> line 258 looks like it's trying to do some sort of magic..
[20:07:16] <fuzzie> oh, hm
[20:08:08] <lynxlynxlynx> i was probably the last one to touch that file, but i did test saving before committing a lot
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[20:12:40] <fuzzie> i think this bug has probably been here forever
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[20:15:55] <Avenger> fuzzie, a question, did you add those file open safeguards because of the forum topic about inwritable cache?
[20:16:06] <fuzzie> oh
[20:16:14] <Avenger> oh?
[20:16:16] <fuzzie> no, i added them because of oliver's PPA builds though
[20:16:29] <fuzzie> i asked him to fix his default config now
[20:16:40] <Avenger> ok, so are you positive, that if a cache cannot be written, we give now a warning?
[20:16:55] <Avenger> i don't want to write him to try again if it wouldn't work ;)
[20:16:57] <fuzzie> i tried it with all the games, and now it gives a warning and then errors out
[20:17:03] <Avenger> thanks!
[20:17:19] <Avenger> want to comment?
[20:17:20] <fuzzie> but the error doesn't look very obvious, maybe you want to replace it with a more obvious one :/
[20:17:34] <fuzzie> i'm busy trying to stop gemrb from deleting all my savegames right now :)
[20:17:37] <Avenger> well, anything is better than a segfault out of blue screen
[20:17:52] <Avenger> huh
[20:22:32] <D_T_G> lynxlynxlynx: about wild mage, you can chargen wild mage in gemrb and it is assigned to pc properly in game, but when you chargen it in bg2main.exe, make a save and load it in gemrb, gemrb does not recognice the kit and present it as a pure mage
[20:23:48] <Avenger> ok, i see you now break actions in cutscene
[20:23:59] <Avenger> does that fix bhaal finally ?
[20:25:14] <fuzzie> yes
[20:25:24] <Avenger> cool
[20:25:28] <fuzzie> there's an animation issue left but we have a lot of those :)
[20:25:42] <Avenger> hopefully this is the behaviour of ALL engines, and we finally nailed it down
[20:25:55] <CIA-22> gemrb: 03lynxlupodian * r6978 10/gemrb/trunk/gemrb/GUIScripts/ (9 files in 4 dirs):
[20:25:55] <CIA-22> gemrb: LUCommon.py: created to hold common level related functions
[20:25:55] <CIA-22> gemrb: bg*: removed a fraction of the duplication
[20:25:55] <lynxlynxlynx> D_T_G: sucks
[20:26:10] <fuzzie> ok, this save thing is a simple bug
[20:26:25] <fuzzie> gemrb simply says that the second entry in the directory is the second slot
[20:26:36] <fuzzie> and so forth
[20:26:49] <Avenger> gemrb messes the savegame slots up bigtime :)
[20:26:55] <fuzzie> yes
[20:27:08] <fuzzie> i'm going to make it error out before deleting the wrong slot
[20:27:13] <D_T_G> lynxlynxlynx: so maybe we should seperate wild mage issues on wiki todo
[20:27:30] <Avenger> probably it should just go through the filenames and find an empty
[20:27:39] <fuzzie> this is 'overwrite slot' code
[20:27:48] <lynxlynxlynx> D_T_G: i don't see a point yet, we support nothing wild at all
[20:27:54] <Avenger> ah i see
[20:28:02] <Avenger> so when you save, it saves a wrong one?
[20:28:08] <Avenger> i mean overwrites a wrong slot
[20:28:08] <fuzzie> yes
[20:28:19] <fuzzie> well, no, it just deletes a random slot
[20:28:21] <fuzzie> and then saves in the right slot
[20:28:23] <Avenger> hehe
[20:28:25] <Avenger> cool
[20:28:28] <Avenger> i noticed it too
[20:28:28] <fuzzie> so i'm just going to make it error out if it tries doing that :P
[20:28:34] <fuzzie> someone can fix it properly later
[20:28:35] <Avenger> but i thought, eh, you are senile
[20:28:52] <Avenger> NOO
[20:28:55] <Avenger> meh
[20:28:59] <Avenger> it will break saves
[20:29:36] <fuzzie> it should work fine as long as gemrb isn't going to delete a savegame
[20:29:50] <fuzzie> and if gemrb *is* about to delete a savegame, i don't think that's code we should leave working
[20:30:02] <fuzzie> since you end up with an empty 'save' folder after a few minutes of playing
[20:33:30] <D_T_G> ok, bye!
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[20:34:44] <CIA-22> gemrb: 03fuzzie * r6979 10/gemrb/trunk/gemrb/plugins/Core/SaveGameIterator.cpp: add a sanity check to SaveGameIterator to stop buggy code from deleting the wrong savegames
[20:35:43] <fuzzie> if that stops you from saving when you think it should work, please tell me
[20:36:22] <fuzzie> but it just deleted all the savegames from my real bg2 install
[20:36:55] <fuzzie> and i can imagine people getting quite angry about that.
[20:37:31] <lynxlynxlynx> make it red ;)
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[20:38:56] <fuzzie> lynxlynxlynx: that bodhi savegame often loads without a weapon equipped
[20:43:30] <fuzzie> i get a crash on GameControl.cpp:1739
[20:44:03] <fuzzie> game->selected has an actor, core->GetFirstSelectedPC(false) returns no-one..
[20:45:03] <fuzzie> looks like the actor 'Selected' state gets desynced from the array
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[20:47:02] <Avenger> fuzzie, the sanity check may crash, because if(!save) ... is after your new code
[20:47:05] <fuzzie> Actions.cpp:3641 does that :(
[20:47:10] <fuzzie> Avenger: oh, huh. fix it?
[20:47:15] <Avenger> will do
[20:47:24] <Avenger> though i planned to check some opcodes in windows ;)
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[20:51:39] <CIA-22> gemrb: 03lynxlupodian * r6980 10/gemrb/trunk/gemrb/ (10 files in 7 dirs): synced SetEncumbranceLabels and moved it to GUICommon
[20:53:37] <fuzzie> and that breaks the Bodhi scene again
[20:53:39] <fuzzie> hooray
[20:53:46] <CIA-22> gemrb: 03fuzzie * r6981 10/gemrb/trunk/gemrb/plugins/Core/Actions.cpp: don't directly modify the selected state of an actor, it leads to crashes
[20:54:30] <CIA-22> gemrb: 03lynxlupodian * r6982 10/gemrb/trunk/gemrb/GUIScripts/ (GUICommon.py bg2/GUICommonWindows.py): unhardcoded the ids in SetEncumbranceLabels, since they're passed as params
[21:01:18] <fuzzie> oh, it doesn't
[21:02:10] <lynxlynxlynx> oh great
[21:02:21] <fuzzie> you just can't move as the slayer :)
[21:02:35] <lynxlynxlynx> that's scripted
[21:02:38] <fuzzie> a changed animation would help there :P
[21:02:40] <fuzzie> yes, it didn't work before
[21:02:53] <lynxlynxlynx> it did
[21:02:55] <fuzzie> since gemrb didn't actually unselect you
[21:03:03] <fuzzie> so you couldn't select yourself again, but you stayed selected
[21:03:36] <lynxlynxlynx> looks like i screwed up the merge
[21:03:52] <lynxlynxlynx> a segfault in python, no less
[21:04:40] <fuzzie> also, i opened a container and the *gold* is highlighted in blue
[21:05:01] <lynxlynxlynx> init issues
[21:05:02] <fuzzie> as well as all other items, enchanted or not
[21:05:06] <fuzzie> it looks very pretty though
[21:05:30] <lynxlynxlynx> if you move the other items to yourself and back, they'll display ok
[21:06:04] <fuzzie> nice, the horns work :)
[21:09:51] <fuzzie> and nice, i can pass the sanity tests
[21:09:59] <fuzzie> i guess you already did all of this, but i'm impressed anyway
[21:11:12] <fuzzie> ok, if you don't release the prisoners and go see Irenicus anyway, you end up in an infinite loop
[21:11:37] <fuzzie> ppireni2.dlg -> cut41k -> repeat forevee
[21:12:04] <lynxlynxlynx> he should just kill you
[21:12:04] <fuzzie> i guess because the JON_ALL_DEAD spell fails, and you should be dead
[21:13:26] <CIA-22> gemrb: 03avenger_teambg * r6983 10/gemrb/trunk/gemrb/plugins/Core/SaveGameIterator.cpp: fixed possible crash (not like it helps much)
[21:17:36] <fuzzie> the
[21:17:53] <fuzzie> the Coordinator is annoyingly buggy (keeps trying to initiate dialog) when you're fighting Lonk the Sane, did you experience that?
[21:18:32] <lynxlynxlynx> yep, it is on the list
[21:18:39] <lynxlynxlynx> he shouldn't be there anymore at all
[21:18:53] <fuzzie> in fact, now the cutscene started and it's completely broken, it just keeps running fireball burning animations on me
[21:18:54] <lynxlynxlynx> since he is downstairs ;)
[21:25:36] <lynxlynxlynx> grrr
[21:25:43] <fuzzie> but if that doesn't happen then Irenicus happily runs away
[21:25:47] <fuzzie> this is quite amazing :)
[21:34:05] <fuzzie> you went direct to the underdark, i guess?
[21:34:13] <lynxlynxlynx> yeš
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[21:39:49] <Avenger> huh, hello
[21:40:05] <fuzzie> the lack of bg2 mapnotes makes it very difficult to navigate the game
[21:40:09] <fuzzie> is that a missing feature or a bug?
[21:40:11] <fuzzie> hi Avenger
[21:40:27] <Avenger> tried to run gemrb after 6978?
[21:40:33] <lynxlynxlynx> i'm on it
[21:40:51] <Avenger> i wonder what causes it :) guiscripts shouldn't break the engine
[21:41:13] <lynxlynxlynx> it ends up in python libs, so i don't know
[21:41:16] <Avenger> fuzzie: that's a bug, mapnotes should load
[21:41:29] <lynxlynxlynx> i just postponed the load and it works again
[21:41:39] <Avenger> yes, but this should work
[21:42:34] <Avenger> it runs into a nullpointer
[21:42:59] <lynxlynxlynx> self
[21:45:03] <CIA-22> gemrb: 03lynxlupodian * r6984 10/gemrb/trunk/gemrb/GUIScripts/ (GUICommon.py LUCommon.py): make gemrb run again
[21:45:46] <CIA-22> gemrb: 03lynxlupodian * r6985 10/gemrb/trunk/gemrb/GUIScripts/ (BGCommon.py bg1/GUIREC.py bg2/GUIREC.py): moved CanDualClass to BGCommon
[21:46:05] <lynxlynxlynx> i hate the Id tags
[21:47:13] <Avenger> well i see one weirdness
[21:47:28] <Avenger> if (!table || !PyObject_TypeCheck( table, &PyInt_Type ))
[21:47:31] <Avenger> return table; // exception
[21:47:51] <Avenger> table could be a python object, that will surely cause problems
[21:47:57] <Avenger> you want a simple runtime exception
[21:48:01] <Avenger> return 0
[21:48:32] <Avenger> but the code ran past that
[21:50:29] <Avenger> does the table class exist at that point?
[21:51:19] <Avenger> pDict doesn't exist, hmm
[21:51:33] <fuzzie> clicking the sleep button seems to not actually advance time
[21:51:39] <Avenger> it is executed while loading the script, which is pdict
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[21:51:55] <fuzzie> anyone know where that code is?
[21:52:07] <lynxlynxlynx> are you sure that's true?
[21:52:17] <lynxlynxlynx> i can get the daynight transitions by sleeping
[21:52:23] <fuzzie> i am not getting them by sleeping :/
[21:53:03] <fuzzie> i'm sure it worked once so i'm sure it works sometimes, i just wonder where the code is
[21:53:41] <Avenger> not all area has them
[21:53:42] <CIA-22> gemrb: 03avenger_teambg * r6986 10/gemrb/trunk/gemrb/plugins/GUIScript/GUIScript.cpp: heh, fixes a crash caused by tricky gui script?
[21:53:51] <Avenger> the daynight transitions are only for extended night areas
[21:53:58] <fuzzie> i mean, really, time is not advancing for me
[21:54:07] <fuzzie> this area has a transition and the nighttime scripts don't fire and etc
[21:55:05] <Avenger> ok lynx, your tricky code won't work again, at least i hope, i didn't test it yet
[21:55:24] <lynxlynxlynx> it will work, i fixed it
[21:55:25] <Avenger> [GUIScript]: Loading Script Start...[KEYImporter]: Searching for strmod.2da...[FOUND]
[21:55:27] <Avenger> Tried to use an object (GTable) before script compiled!
[21:55:29] <Avenger> [GUIScript]: Runtime Error:
[21:55:31] <Avenger> :)
[21:55:37] <lynxlynxlynx> did you svn up?
[21:55:41] <Avenger> yes
[21:55:59] <lynxlynxlynx> you sure?
[21:56:06] <Avenger> so, meta classes are not useable before onload
[21:56:13] <Avenger> r6986
[21:57:00] <lynxlynxlynx> you're the last committer ;)
[21:57:17] <lynxlynxlynx> svn up :P
[21:57:24] <lynxlynxlynx> it works for me as it should
[21:57:53] <Avenger> well, if i updated, i couldn't test the crasher, heh
[21:59:21] <Avenger> the guiscript shouldn't be able to cause crashes, that's why i needed to fix it
[21:59:38] <fuzzie> hm, i guess some of my code maybe broke this
[21:59:49] <Avenger> what fuzzie?
[21:59:52] <fuzzie> and i'm screwing up the time myself, due to local changes
[22:00:04] <Avenger> it was lynx if you crash on startup
[22:00:06] <fuzzie> and the GUI clock is confusing me by giving me an incorrect time
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[22:09:53] <Avenger> fuzzie, can you reproduce the savegame problem?
[22:10:38] <fuzzie> how do you mean?
[22:10:54] <Avenger> i want to fix it, but i don't know what to fix
[22:11:06] <fuzzie> as long as you're on linux it's simple to reproduce: wipe your savegame directory, copy two normal savegames in, then try and quicksave
[22:11:13] <fuzzie> it will attempt to delete one of the normal savegames
[22:11:38] <fuzzie> the fix is simple, change the savegame list to a map indexed by slot number, and then insert slots based on the filename
[22:11:45] <Avenger> oh i see
[22:12:16] <fuzzie> obviously there are a lot more times where it can go wrong, but that is a simple example
[22:12:38] <fuzzie> but maybe the gui code also needs updating to use the correct slot numbers, i didn't look to see how much was broken
[22:14:16] <fuzzie> sigh
[22:14:21] <fuzzie> we don't run scripts on objects with no script :(
[22:14:48] <fuzzie> annoying!
[22:17:00] <Avenger> hehe
[22:17:19] <fuzzie> easily enough fixed to work properly
[22:17:21] <Avenger> ok, i'm sleepy, this savegame thing is not easy
[22:17:27] <Avenger> bye
[22:17:29] <fuzzie> night!
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[22:20:53] <CIA-22> gemrb: 03fuzzie * r6987 10/gemrb/trunk/gemrb/plugins/Core/Map.cpp: be sure to always process actions, whether a script is present or not
[22:23:24] <fuzzie> ok, now you can get the pirate horn (which is made using an ActionOverride on a table) and escape on the ship!
[22:25:47] <fuzzie> you're stuck then, though, See([]) doesn't seem to fire
[22:27:09] <fuzzie> i wonder what that even means
[22:27:57] <fuzzie> 151 is .. race?
[22:34:11] <fuzzie> meh
[22:46:29] <fuzzie> iesdp gives that as RABBIT?! 152 is gith, perhaps a little more relevant
[23:01:33] <fuzzie> oh, huh, that script is maybe broken in the original, there's something in the pending fixpack forum
[23:08:45] <fuzzie> i guess my lack of understanding of ClearAllActions is hurting here
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